If you're not on the above list you may still request to join as long as we aren't too far along; you'll be added as the last number on the current list plus 1.

Sequence of steps/rules:

Click here to view the secret text

×1. Download and extract the zip file attached to this post.

2. Import and change to the provided player (Various Architects).

3. Create a new hold with the name "Variations # (Yourname)", replacing "#" with your number in the above sequence and putting your username in place of "Yourname". Name this hold's one level something that would fit in the phrase "Variations on ____" which vaguely describes what your initial room is about, e.g. "Navigating a Maze", "Building a Wall", etc. Feel free to write a level description, too.

4. Build your room in a "frame" like the provided sample room, so that if your room were in a big grid of itself a player would be able to traverse the whole grid without solving any rooms.

4a. Include a scroll outside the room's frame noting that this is the original version of the room, and who it's by (your username again).

4b. Your room can use scripted characters as long as it's "obvious" from the player's perspective exactly what they do, and you can describe what they do to other architects in a helpful way.

5. Add a blank room adjacent to your puzzle room in whatever direction you like, and put the main level entrance there.

6. Record a demo of you solving your original room.

7. Export the hold and demo, put them in a zip folder with the same name as the hold and upload it in this thread. If you made a scripted character, please also include a text file with a brief description of what the character does.

8. Download and import all the stuff from the person before you in sequence (e.g., 2 downloads 1, 3 downloads 2, 1 downloads the last one).

9. Copy and paste the original room into a room adjacent to it, and then vary it. That is, make some small change that alters the puzzle meaningfully, and then if necessary make other changes to ensure the puzzle is still solvable.

9a. Include a scroll saying something like "Variation of original by [username]" where "[username]" is instead your username.

9b. Same rule as 4b.

10. Record a demo for your room, then export the hold and all demos, and essentially repeat step 7.

11. Import the next hold in sequence when it becomes available, and repeat steps 8-10, except you don't necessarily have to put your room adjacent to the original and not putting any room adjacent to the blank entrance room, until you've made a room in every hold.

11a. Feel free to copy and paste an earlier variation instead of the original when repeating step 9. If you do this, try to put your variation adjacent to that room and note in the scroll that it's a variation of that person's variation.

*-Obviously, keep using the "Various Architects" player profile whenever editing any hold, and make sure to leave all holds Anyone Can Edit.

Hopefully this is clear enough. Let me know if there are any questions/issues; I'm hoping everyone can use zip files, for example.

Alright, let's get things started with a simple room. (Perhaps too simple?)

The main idea is that there's a brain inside a small-ish room with a yellow door, and a small far-away pressure plate must be held down somehow to get to the brain (but then released later when necessary).

There are, of course, several different ways this could be accomplished, but in this room you have three brained golems and a brained roach queen to do the job with.

EDIT: Sorry, my apologies. I didn't mean it to be possible to just hold down the plate with a golem corpse, so I had to add another little widget to ensure the plate gets released after the brain is killed. Hopefully this doesn't really mess up anybody's plans, and maybe even adds a bit more material to work with.

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Quick links to my stuff (in case you forgot where it was):

The basic idea is the whole "prevent Beethro from turning his sword via mimic" thing + kill four queens while navigating around their spawns to unlock the brains. The player is only allowed to turn to the four orthogonal directions in the original version, and that only at specific spots near the center.

I can't seem to solve this room without using the haste potion. Maybe I'm just not good enough; if it is actually possible it would make a good challenge.

quote:Someone Else wrote:
Here's mine! In it you have to guide a couple aumtlich onto some pressure plates without letting them look at (most of) the edges.

Nice room! Unfortunately it can be broken by having one Beethro push the other one into the north gate passage, then having the first Beethro stand on plates. See the attached demo.

This is inelegant and boring enough that I didn't feel like making a variant room where that sort of stuff was the solution, so instead I thought I'd bring it up publicly.

Ooh. I guess I'll rebuild it then.

Oh, and if it's okay with you guys I'll add checkpoints to rooms that don't have them when I add my variation. I don't use UU, so I notice it a lot. [Last edited by Someone Else at 11-05-2015 02:07 PM]

Okay, that particular US is fixed. You might still be able to do something similar, but I'm okay with that particular solution.

Xindaris: Not using the speed potion seems almost possible. I'm very close to beating it like that, but I can't get back to change the direction of my sword. I'm going to say it's impossible.[Last edited by Someone Else at 11-05-2015 08:20 PM]

It involves planning ahead with your team of temporal clones so that the each complete the task they need to do without interfering with one another.

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I reduced the available clones by one, added a tunnel between the east and west sides, and changed up the connections of the orbs quite a bit. I also made it so that the east/west timeclone has to use a stick and some added pits to kill those three monsters instead of the handy convenience of a sword.

My demo is super inefficient because my usual methods for synchronizing time-clones are inefficient; someone who can count out what should be going on at exactly which turn would probably get a better demo. Probably the nastiest trick is that the roach on the east side might follow the wrong timeclone if you're not careful, and I didn't really even make it that way on purpose.

I also did a tiny bit of housekeeping, renaming the level to just "Planning Ahead" (the "variations on" part of the phrase will be the hold name) and making the entrance room the same room-style as the "puzzle" room(s) for consistency.

You will have to find a way to get the gentryii off the center island in order to get the roach free to kill the serpent.

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DimWiddy, I can't get your demo for your hold's 1E to work; it keeps saying (for both versions of the hold) that it doesn't belong to any hold imported at all. Could you please record a new demo with the latest version of the hold so I can pile all 3 demos in when I make my variation of it?